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Kelandon

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Everything posted by Kelandon

  1. It's a good idea. Jeff won't do it. He doesn't like the way that the old Avernum/BoA interface looks. Notice that he's "upgrading" the Avernum series into something that looks more like GF/Avadon. There's also the problem, documented elsewhere, that the default BoA engine has probably the worst combat system that Spiderweb has ever designed. Also, even after many years of trying, no one has managed an IDE for BoA, so making scenarios is still not as easy as it was in BoE (even if it's easier than it was in 2004). Avernumscript isn't really the problem. Yes, some of the features are a little strange (some functions abbreviate "character" as "char" and some leave it as "character"), but you can always look up the relevant point. BoE is open source now anyway, so there's no need for a re-release.
  2. You probably need to set nextstate equal to -1 at some final talking node but not end the conversation. Dialogue options normally (there are ways of circumventing this) don't come back until you refresh the conversation, and that can happen by ending the conversation or by reaching an end (a nextstate of -1) and saying, "I have another question."
  3. The idea is that certain power sources need continuous power, and certain ones don't. The ones that do need a terrain script that turns them off regularly. I set it so that they'd turn off every step, although in hindsight that probably wasn't necessary. It shouldn't slow you down a lot, though. I'm not sure why that's happening. But it's easily fixed.
  4. I think the still of the lightning animation looks more visually exciting than most of the others. I also think that the screenshot of the map is neat, because it gives us cause to speculate on the plot of the upcoming sequel. (Same with the screenshot of the intro, where we all say, "Um, is that Nathalie?!") I think that the "walking through random dungeon" screenshots are kind of boring, unless they showcase interesting new terrain graphics (which these don't). So basically I think that screenshots should showcase animations, new graphics, and plot teasers.
  5. Turn the GAME'S sounds off. Then no sounds attempt to play. If you turn your COMPUTER'S sounds off, then the game still pauses to play the sound, but the computer doesn't send it through the speakers.
  6. School kind of got in the way, but I resumed yesterday. Went through the Sea Caves sequence — oddly easy at this point in the game, no potions or anything — and gained another level. I could make another Rot if I felt like it. Not sure if I will. Got a whole bunch of additional living tools and got to the assistance at the corners of Inner Gazaki-Uss. Still can't do much against the drakons and eyebeast along the north and south walls, though... they appear to be immune to mental effects, which pretty much negates everything that I was doing in the last zone. I can't back out and do more quests, though, because I don't think I can access the final expert area (don't have the relevant crystals, can't seem to get them), and I've cleared everywhere else. So I pretty much have to go on. I'm level 46 at this point, with a ton of gear, so I'm probably set. Maybe I'll make another Rot and try again.
  7. I always thought of Consume, too. After all, it's the largest share of GDP.
  8. True. It was added as an improvement in the later games, which it was.
  9. In GF, there's an update whenever your reputation changes, which is nice. I do think that it's weird not to know when the game is doing something like that.
  10. You're supposed to have a line that says "body;" after you declare your variables but before your states. State 0 is the INIT_STATE, so if it's telling you that you don't have that state, you need to add it. Are you writing a creature script from scratch? If so, that's probably putting you in for a world of pain. You want to start from basicnpc and edit.
  11. My favorite GF2 game was the one in which I turned against all the sects, raining righteous Shaper fury on all the miscreants. It was fun. I recommend it.
  12. This sounded familiar, so I checked the bugs page and found it there. I imagine that someone has made a scenario with a fixed rakshasa graphic; check other scenarios' custom graphics and you can probably find a replacement. I think creatures avoid stepping on damaging spaces (fire, ice, etc.) regardless of their immunities. You could create your own script for movement in the creature script, or you could add pathways of non-lava or non-damaging lava, or you could just live with the fact that they're motionless. I can't remember exploring this in any detail, so there might be some sort of loophole I'm forgetting.
  13. You're replaying the default scenarios instead of playing the user-created ones? That seems like a waste.
  14. Glad you liked it! Yeah, I'm not sure that there's much else to do at anywhere near that level. Retire that one and start afresh!
  15. It wasn't supposed to be possible to kill Nathaganth. Apparently some people were able to, but you're really supposed to avoid the god-king of all evil. You're there to save Legare, who isn't with Nathaganth.
  16. All right. I added some text to the spell description. It'll be part of the new version, too, when I post that.
  17. I don't remember that particular exchange at all. How odd. At any rate, I think we've solved the issue. With the fixed scenario script, it shouldn't be possible for Capture Soul or Recall Soul to produce nulls. Um, there's still the issue that recalled creatures may occasionally show up as hostile. I'm not sure how to do anything about that one and am open to suggestions. Basically, there's no way that I'm aware of to track the creature number of a newly generated monster from place_monster(), so the closest I can come is to count backwards from the highest creature number possible and find the highest creature number actually in play in that town. This should be the most recently created creature. However, I can imagine, especially in a town with lots of summons, it might not be. Wherever I misidentify the monster placed by Recall Soul, the monster won't be friendly.
  18. It sounds like what's happening is that the Recall Soul state is somehow being called when you're casting Capture Soul, but I have no idea why that is. I did spot a small bug as I was looking over the states, though. Try replacing the equivalent file in the scenario folder with this: http://kppp.webs.com/exodus.txt I don't know if that will do anything useful, but it might. Tell me what happens, and I may be able to hone in on the bug better.
  19. I have no idea. I've never heard of this. When you cast Recall Soul, you should see a dialog box that shows you which slots are filled and which are empty. Is at least one slot filled, and are you selecting that one to recall?
  20. I was not a fan of the "getting experience from landing the killing blow" approach to XP for reasons much like that.
  21. We do, sometimes. We haven't yet for Avadon 2. The mysterious ways of the mods are not for the likes of mere mortals. Or maybe we just haven't gotten around to it yet.
  22. Huh. Would be interested to see if anyone can replicate this and determine exactly what the skills are. (Parry, I assume?)
  23. Please try not to revive old (as in, three years dead) topics unless you have something new and constructive to add. This was neither.
  24. Hahahahahahahahahahahahah no. I always wondered if anyone would notice that. Also, I'm really glad to hear that that fixed the unhandled exception. You're going to run into more of those. Post here when it happens and I'll fix the scripts. When I have all of them fixed, I'll upload a new version.
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